using System; using System.Drawing; using OpenDiablo2.Common; using OpenDiablo2.Common.Enums; using OpenDiablo2.Common.Interfaces; namespace OpenDiablo2.Core.Map_Engine { public sealed class MapEngine : IMapEngine { private readonly IGameState gameState; private readonly IRenderWindow renderWindow; private readonly IResourceManager resourceManager; private PointF cameraLocation = new PointF(); public PointF CameraLocation { get => cameraLocation; set { if (cameraLocation == value) return; cameraLocation = value; cOffX = (int)((cameraLocation.X - cameraLocation.Y) * (cellSizeX / 2)); cOffY = (int)((cameraLocation.X + cameraLocation.Y) * (cellSizeY / 2)); } } private ISprite loadingSprite; private int cOffX, cOffY; //private ISprite[] tempMapCell; private const int cellSizeX = 160, cellSizeY = 80, renderCellsX = (800 / cellSizeX), renderCellsY = (600 / cellSizeY); public MapEngine( IGameState gameState, IRenderWindow renderWindow, IResourceManager resourceManager ) { this.gameState = gameState; this.renderWindow = renderWindow; this.resourceManager = resourceManager; loadingSprite = renderWindow.LoadSprite(ResourcePaths.LoadingScreen, Palettes.Loading, new Point(300, 400)); } public void Render() { var cx = -(cameraLocation.X - Math.Truncate(cameraLocation.X)); var cy = -(cameraLocation.Y - Math.Truncate(cameraLocation.Y)); for (int ty = -5; ty <= 9; ty++) { for (int tx = -5; tx <= 9; tx++) { var ax = tx + Math.Truncate(cameraLocation.X); var ay = ty + Math.Truncate(cameraLocation.Y); var px = (tx - ty) * (cellSizeX / 2); var py = (tx + ty) * (cellSizeY / 2); var ox = (cx - cy) * (cellSizeX / 2); var oy = (cx + cy) * (cellSizeY / 2); foreach (var cellInfo in gameState.GetMapCellInfo((int)ax, (int)ay, eRenderCellType.Floor)) renderWindow.DrawMapCell(cellInfo, 320 + (int)px + (int)ox, 210 + (int)py + (int)oy); foreach (var cellInfo in gameState.GetMapCellInfo((int)ax, (int)ay, eRenderCellType.WallLower)) renderWindow.DrawMapCell(cellInfo, 320 + (int)px + (int)ox, 210 + (int)py + (int)oy); foreach (var cellInfo in gameState.GetMapCellInfo((int)ax, (int)ay, eRenderCellType.WallUpper)) renderWindow.DrawMapCell(cellInfo, 320 + (int)px + (int)ox, 210 + (int)py + (int)oy); foreach (var cellInfo in gameState.GetMapCellInfo((int)ax, (int)ay, eRenderCellType.Roof)) renderWindow.DrawMapCell(cellInfo, 320 + (int)px + (int)ox, 210 + (int)py + (int)oy); } } } public void Update(long ms) { } } }